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presto
#16
ahaha typo
When I said top left I meant top right. The character is 'facing the lightsource' would be a better way to put it.
[Image: 52lycy.png]
Did I fix the highlight?

Also, jester guy is supposed to be awkward
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#17
If the knight's got a frontal lightsource, I don't see why one arm is darker than the other. All the highlights should be put further forward and facing the lightsource. In your case it seems that the lightsource is extremely close to to the character and not that intense, but this is contradicted by the fact the highlight on the helmet is high and seemingly on the side.



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[Image: x1aIZ2e.gif]
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[Image: shrine.gif]






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#18
[Image: 2boe8m.png]

Updated guards design, added a dynamic armed pose.
I'll move the helmet's highlight next update
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#19
[Image: 2nb68bc.png]
Experimenting with pallets.
idk, what do you guys think
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#20
Nice. I think the blue one looks awesome. Make some other thing like maybe a knight in a horse.
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#21
I still need opinions on jester guy's palette
and I need help with making grass tiles

[Image: 4hcgvl.png]
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#22
Bottom row, the shading on the top of the guys head should be smoother, and the Yellow you have used needs to be less bland.
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#23
[Image: 4hcgvl.jpg]
made top of head/bottom of hat smoother
which yellow are we talking about?
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#24
The yellow on the "Bee Guy"
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#25
[Image: os8umd.png]
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#26
Better, now you may want to make most of the lineart smoother rather than strait and jagged.
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#27
[Image: 2lsi7om.png]
New colours and lineart for jester
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#28
That looks pretty cool
[Image: 2zqsl80.jpg]
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#29
[Image: 16c9um8.png]

made a masked monk
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#30
[Image: 2lus11t.png]
made the monk less rediculously tall
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